Added a bunch of camera functions to Lua

This commit is contained in:
MysterD 2022-03-25 23:46:37 -07:00
parent 1de1086fd3
commit 4d9ff3a3b1
6 changed files with 4055 additions and 4 deletions

View file

@ -149,7 +149,8 @@ def process_define(filename, line):
continue
p = re.sub(r'0x[a-fA-F0-9]+', '', p)
if re.search('[a-z]', p) != None:
print('UNRECOGNIZED DEFINE: ' + line)
if 'gCurrentObject' not in line:
print('UNRECOGNIZED DEFINE: ' + line)
return None
if not allowed_identifier(filename, ident):

View file

@ -49,7 +49,6 @@ in_files = [
override_allowed_functions = {
"src/audio/external.h": [ " play_", "fade" ],
"src/game/camera.h": [ "set_.*camera_.*shake", "set_camera_mode" ],
"src/game/rumble_init.c": [ "queue_rumble_", "reset_rumble_timers" ],
"src/pc/djui/djui_popup.h" : [ "create" ],
"src/game/save_file.h": [ "save_file_get_", "save_file_set_flags", "save_file_clear_flags" ],
@ -78,6 +77,7 @@ override_disallowed_functions = {
"src/game/obj_behaviors_2.c": [ "wiggler_jumped_on_attack_handler", "huge_goomba_weakly_attacked" ],
"src/game/spawn_sound.c": [ "spawner" ],
"src/pc/lua/utils/smlua_obj_utils.h": [ "spawn_object_remember_field" ],
"src/game/camera.h": [ "update_camera", "init_camera", "stub_camera", "^reset_camera" ],
}
lua_function_params = {

View file

@ -13,16 +13,27 @@ replacements = {
'BAD_RETURN(u64)': 'void',
'BAD_RETURN(f32)': 'void',
'BAD_RETURN(f64)': 'void',
}
def extract_functions(filename):
with open(filename) as file:
lines = file.readlines()
# deal with certain ifdefs
# combine lines
txt = ''
gobbling = False
for line in lines:
txt += line
# convert multi-line stuff
txt = txt.replace('\r', ' ')
txt = txt.replace('\\\n', ' ')
# deal with certain ifdefs
gobbling = False
tmp = txt
txt = ''
for line in tmp.splitlines():
if line.strip() == '#ifdef AVOID_UB':
gobbling = True
if line.strip() == '#else':
@ -32,6 +43,7 @@ def extract_functions(filename):
if not gobbling:
txt += line + '\n'
# do string replacements
for replacement in replacements:
txt = txt.replace(replacement, replacements[replacement])
@ -43,6 +55,8 @@ def extract_functions(filename):
if line.strip().startswith('#') or in_directive:
in_directive = line.strip().endswith('\\')
continue
if line.strip().startswith('typedef'):
continue
if '//' in line:
line = line.split('//', 1)[0]
txt += line

View file

@ -12,6 +12,422 @@ function get_id_from_behavior(behavior)
-- ...
end
--- @param c Camera
--- @param goal number
--- @param inc number
--- @return nil
function approach_camera_height(c, goal, inc)
-- ...
end
--- @param current number
--- @param target number
--- @param multiplier number
--- @return number
function approach_f32_asymptotic(current, target, multiplier)
-- ...
end
--- @param current Pointer_number
--- @param target number
--- @param multiplier number
--- @return integer
function approach_f32_asymptotic_bool(current, target, multiplier)
-- ...
end
--- @param current integer
--- @param target integer
--- @param divisor integer
--- @return integer
function approach_s16_asymptotic(current, target, divisor)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param divisor integer
--- @return integer
function approach_s16_asymptotic_bool(current, target, divisor)
-- ...
end
--- @param current Vec3f
--- @param target Vec3f
--- @param xMul number
--- @param yMul number
--- @param zMul number
--- @return nil
function approach_vec3f_asymptotic(current, target, xMul, yMul, zMul)
-- ...
end
--- @param a Vec3f
--- @param b Vec3f
--- @return number
function calc_abs_dist(a, b)
-- ...
end
--- @param a Vec3f
--- @param b Vec3f
--- @return number
function calc_hor_dist(a, b)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param pitch Pointer_integer
--- @param yaw Pointer_integer
--- @return nil
function calculate_angles(from, to, pitch, yaw)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @return integer
function calculate_pitch(from, to)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @return integer
function calculate_yaw(from, to)
-- ...
end
--- @param angle integer
--- @return integer
function cam_select_alt_mode(angle)
-- ...
end
--- @param value number
--- @param target number
--- @param increment number
--- @return number
function camera_approach_f32_symmetric(value, target, increment)
-- ...
end
--- @param current Pointer_number
--- @param target number
--- @param increment number
--- @return integer
function camera_approach_f32_symmetric_bool(current, target, increment)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param increment integer
--- @return integer
function camera_approach_s16_symmetric_bool(current, target, increment)
-- ...
end
--- @param c Camera
--- @return integer
function camera_course_processing(c)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param maxPitch integer
--- @param minPitch integer
--- @return integer
function clamp_pitch(from, to, maxPitch, minPitch)
-- ...
end
--- @param pos Vec3f
--- @param origin Vec3f
--- @param xMax number
--- @param xMin number
--- @param zMax number
--- @param zMin number
--- @return integer
function clamp_positions_and_find_yaw(pos, origin, xMax, xMin, zMax, zMin)
-- ...
end
--- @param pos Vec3f
--- @param offsetY number
--- @param radius number
--- @return integer
function collide_with_walls(pos, offsetY, radius)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @return integer
function cutscene_object(cutscene, o)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @param dialogID integer
--- @return integer
function cutscene_object_with_dialog(cutscene, o, dialogID)
-- ...
end
--- @param cutscene integer
--- @param o Object
--- @return integer
function cutscene_object_without_dialog(cutscene, o)
-- ...
end
--- @param preset integer
--- @return nil
function cutscene_set_fov_shake_preset(preset)
-- ...
end
--- @param obj integer
--- @param frame integer
--- @return integer
function cutscene_spawn_obj(obj, frame)
-- ...
end
--- @param currentState integer
--- @param buttonsPressed integer
--- @param buttonsDown integer
--- @return integer
function find_c_buttons_pressed(currentState, buttonsPressed, buttonsDown)
-- ...
end
--- @param pg PlayerGeometry
--- @return nil
function find_mario_floor_and_ceil(pg)
-- ...
end
--- @param c Camera
--- @return integer
function get_cutscene_from_mario_status(c)
-- ...
end
--- @param c Camera
--- @return nil
function handle_c_button_movement(c)
-- ...
end
--- @param from Vec3f
--- @param to Vec3f
--- @param surf Surface
--- @param range integer
--- @param surfType integer
--- @return integer
function is_range_behind_surface(from, to, surf, range, surfType)
-- ...
end
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return integer
function is_within_100_units_of_mario(posX, posY, posZ)
-- ...
end
--- @param c Camera
--- @return nil
function move_mario_head_c_up(c)
-- ...
end
--- @param p Vec3f
--- @param spline[] CutsceneSplinePoint
--- @param splineSegment Pointer_integer
--- @param progress Pointer_number
--- @return integer
function move_point_along_spline(p, spline[], splineSegment, progress)
-- ...
end
--- @param newPos Vec3f
--- @param newFoc Vec3f
--- @param curPos Vec3f
--- @param curFoc Vec3f
--- @param oldPos Vec3f
--- @param oldFoc Vec3f
--- @param yaw integer
--- @return integer
function next_lakitu_state(newPos, newFoc, curPos, curFoc, oldPos, oldFoc, yaw)
-- ...
end
--- @param o Object
--- @param point Vec3f
--- @param pitchOff integer
--- @param yawOff integer
--- @param pitchDiv integer
--- @param yawDiv integer
--- @return nil
function obj_rotate_towards_point(o, point, pitchOff, yawOff, pitchDiv, yawDiv)
-- ...
end
--- @param dst Vec3f
--- @param o Object
--- @return nil
function object_pos_to_vec3f(dst, o)
-- ...
end
--- @param dst Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param rotation Vec3s
--- @return nil
function offset_rotated(dst, from, to, rotation)
-- ...
end
--- @param c Camera
--- @param areaYaw integer
--- @return integer
function offset_yaw_outward_radial(c, areaYaw)
-- ...
end
--- @return nil
function play_camera_buzz_if_c_sideways()
-- ...
end
--- @return nil
function play_camera_buzz_if_cbutton()
-- ...
end
--- @return nil
function play_camera_buzz_if_cdown()
-- ...
end
--- @param c Camera
--- @return nil
function play_cutscene(c)
-- ...
end
--- @return nil
function play_sound_button_change_blocked()
-- ...
end
--- @return nil
function play_sound_cbutton_down()
-- ...
end
--- @return nil
function play_sound_cbutton_side()
-- ...
end
--- @return nil
function play_sound_cbutton_up()
-- ...
end
--- @return nil
function play_sound_if_cam_switched_to_lakitu_or_mario()
-- ...
end
--- @return nil
function play_sound_rbutton_changed()
-- ...
end
--- @param c Camera
--- @param unused number
--- @return integer
function radial_camera_input(c, unused)
-- ...
end
--- @param dst Vec3s
--- @param xRange integer
--- @param yRange integer
--- @param zRange integer
--- @return nil
function random_vec3s(dst, xRange, yRange, zRange)
-- ...
end
--- @param c Camera
--- @return nil
function reset_camera(c)
-- ...
end
--- @param pos Vec3f
--- @param lastGood Vec3f
--- @return nil
function resolve_geometry_collisions(pos, lastGood)
-- ...
end
--- @param c Camera
--- @param cPos Vec3f
--- @param avoidYaw Pointer_integer
--- @param yawRange integer
--- @return integer
function rotate_camera_around_walls(c, cPos, avoidYaw, yawRange)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @param yaw integer
--- @return nil
function rotate_in_xz(dst, src, yaw)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @param pitch integer
--- @return nil
function rotate_in_yz(dst, src, pitch)
-- ...
end
--- @param dest Vec3f
--- @param from Vec3f
--- @param to Vec3f
--- @param scale number
--- @return nil
function scale_along_line(dest, from, to, scale)
-- ...
end
--- @return nil
function select_mario_cam_mode()
-- ...
end
--- @param mode integer
--- @return integer
function set_cam_angle(mode)
-- ...
end
--- @param c Camera
--- @param mode integer
--- @param frames integer
@ -74,6 +490,160 @@ function set_environmental_camera_shake(shake)
-- ...
end
--- @param preset integer
--- @return nil
function set_fixed_cam_axis_sa_lobby(preset)
-- ...
end
--- @param func integer
--- @return nil
function set_fov_function(func)
-- ...
end
--- @param amplitude integer
--- @param decay integer
--- @param shakeSpeed integer
--- @return nil
function set_fov_shake(amplitude, decay, shakeSpeed)
-- ...
end
--- @param preset integer
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return nil
function set_fov_shake_from_point_preset(preset, posX, posY, posZ)
-- ...
end
--- @param mode integer
--- @return nil
function set_handheld_shake(mode)
-- ...
end
--- @param dst Pointer_number
--- @param goal number
--- @param scale number
--- @return integer
function set_or_approach_f32_asymptotic(dst, goal, scale)
-- ...
end
--- @param current Pointer_integer
--- @param target integer
--- @param increment integer
--- @return integer
function set_or_approach_s16_symmetric(current, target, increment)
-- ...
end
--- @param dst Vec3f
--- @param goal Vec3f
--- @param xMul number
--- @param yMul number
--- @param zMul number
--- @return nil
function set_or_approach_vec3f_asymptotic(dst, goal, xMul, yMul, zMul)
-- ...
end
--- @param mag integer
--- @param decay integer
--- @param inc integer
--- @param maxDist number
--- @param posX number
--- @param posY number
--- @param posZ number
--- @return nil
function set_pitch_shake_from_point(mag, decay, inc, maxDist, posX, posY, posZ)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_handheld(pos, focus)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_pitch(pos, focus)
-- ...
end
--- @param roll Pointer_integer
--- @return nil
function shake_camera_roll(roll)
-- ...
end
--- @param pos Vec3f
--- @param focus Vec3f
--- @return nil
function shake_camera_yaw(pos, focus)
-- ...
end
--- @param c Camera
--- @return nil
function soft_reset_camera(c)
-- ...
end
--- @param c Camera
--- @param cutscene integer
--- @return nil
function start_cutscene(c, cutscene)
-- ...
end
--- @param cutscene integer
--- @return integer
function start_object_cutscene_without_focus(cutscene)
-- ...
end
--- @param c Camera
--- @param frames integer
--- @return nil
function transition_next_state(c, frames)
-- ...
end
--- @param trigger integer
--- @return integer
function trigger_cutscene_dialog(trigger)
-- ...
end
--- @param dst Vec3f
--- @param src Vec3f
--- @return nil
function vec3f_sub(dst, src)
-- ...
end
--- @param o Object
--- @param src Vec3f
--- @return nil
function vec3f_to_object_pos(o, src)
-- ...
end
--- @param displacementX number
--- @param displacementY number
--- @param displacementZ number
--- @return nil
function warp_camera(displacementX, displacementY, displacementZ)
-- ...
end
--- @param m MarioState
--- @return Character
function get_character(m)

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